| Literature DB >> 26579055 |
Maxim S Kuschpel1, Shuyan Liu1, Daniel J Schad1, Stephan Heinzel2, Andreas Heinz1, Michael A Rapp3.
Abstract
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game "Angry Birds" before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the "Angry Birds" video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity.Entities:
Keywords: attention; break interventions; cognitive resources; computer games; mind wandering; mozart effect; working memory
Year: 2015 PMID: 26579055 PMCID: PMC4626555 DOI: 10.3389/fpsyg.2015.01683
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Sociodemographic information, characteristics of subjects and neuropsychological battery test performance.
| Age (years) | 24.51 (0.58a) |
| Education (years) | 16.14 (0.43) |
| Time spent on listening to music per week (hour) | 10.32 (1.53) |
| Time spent on gaming per week (hour) | 3.19 (1.20) |
| Fluid intelligence cognitive speed (DSST) | 87.03 (1.62) |
| Verbal knowledge (MWT-B) | 27.31 (0.59) |
| Verbal memory (Wordlist) | 9.11 (0.19) |
| Verbal working memory (DS) | 7.40 (0.30) |
| Semantic verbal fluency (SVF) | 29.49 (0.99) |
| Executive functioning (TMT-A, seconds) | 27.66 (1.60) |
| Executive functioning (TMT-B, seconds) | 54.66 (3.01) |
| Daily mind wandering score ( | 3.44 (0.14) |
| aStandard error of the mean (SEM) |
Cognitive Speed was assessed by the Digit Symbol Substitution Test (DSST) from the WAIS-R (Wechsler, 1997); Verbal Knowledge was assessed by the German Vocabulary Test (Mehrfachwahl-Wortschatz-Intelligenztest, MWT-B; Lehrl, 2005); Verbal memory was assessed by Wordlist from the Consortium to Establish a Registry for Alzheimer’s Disease (CERAD; Morris et al., 1989); Verbal Working Memory was assessed by the Digit Span (DS) Backward Test (Wechsler, 1997); 1-min Semantic Verbal Fluency (SVF) tested for the category “animals” (Verbale Flüssigkeit Tiere; Isaacs and Kennie, 1973); Executive Functioning was assessed by the Trail Making Test (TMT-A, TMT-B; Army Individual Test Battery, 1944); Subjects daily mind wandering was assessed based on the self-report Mind-Wandering Questionnaire (MWQ; Mrazek et al., 2013).
FIGURE 1(A) N-back task (example: 2-back). White numbers were presented on a black background for 500 ms each, followed by a white fixation cross. The length of the interstimulus interval (ISI) was 1000 ms. (B) Testing procedure.
FIGURE 2Mean self-rated visual analog scores for game, music and rest conditions. Visual analog scales (VAS) were adapted from Bond and Lader (1974). Error bars represent standard errors of the mean. *p < 0.02 and **p < 0.003 (two-tailed) after Bonferroni correction for multiple comparisons.
Model parameters of target sensitivity in the .
| Intercept | 48.5 | 2.2 | 21.80 | |
| Block | –1.1 | 0.6 | –1.88 | 0.06 |
| Break activity (rest vs. music) | 3.1 | 2.4 | 1.29 | 0.20 |
| Break activity (game vs. rest) | –3.0 | 3.0 | –1.00 | 0.32 |
| Block × break activity (rest vs. music) | 0.2 | 1.3 | 0.14 | 0.89 |
| Block × break activity (game vs. rest) | –3.1 | 1.3 | –2.33 | |
| Intercept | 12.0 | |||
| Block | 1.5 | 0.94 | ||
| Break activity (rest vs. music) | 4.6 | 0.66 | 0.36 | |
| Break activity (game vs. rest) | 12.1 | –0.03 | 0.32 | –0.77 |
| Residual | 23.2 |
aThe lmerTest package was used to compute approximate p-values. *p < 0.05; **p < 0.01; ***p < 0.001 (two-tailed). Number of observations: 630, groups: 35. Significant results are marked bold.
FIGURE 3Mean task performance in Error bars represent standard errors of the mean.
FIGURE 4The influence of daily mind wandering and self-reported ability to concentrate on The effect of high- (N = 12) vs. low- (N = 14) daily mind wandering (DMW) scores on 3-back task performance after game, music and rest, respectively. Subjects’ self-reported DMW score was ranked higher vs. lower than median (N = 26/35: six subjects’ data in the median was removed). (B) The effect of high- (N = 17) vs. low- self-reported ability to concentrate (N = 17) scores on 3-back task performance after game, music and rest, respectively. Subjects’ self-reported ability to concentrate (i.e., the ability to concentrate on the task after the three break conditions), was ranked higher vs. lower than median (N = 34/35: one subject’s data, in the median was removed).